User:Masel/OpenWorldGuidelines

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Introduction[edit]

If you're starting post-Level 80 content in Guild Wars 2, you're likely a little lost due to the increased difficulty you encounter in open world roaming, so that you start thinking about your build more and more. Now you might look for build guides for open world, but find it hard to judge whether the builds provided on various sites are actually good or not. In this write-up, I'd like to provide open world basics so that you can a) better judge what you might find on sites and b) even start making your own builds!

First off, open world content in Guild Wars 2 is very diverse in terms of damage & survivability required. Here are a few examples:

  1. non-combat related events (e.g. Renown Hearts): here, mobility is often the only factor that matters,
  2. general events with many smaller mobs: these favour bursty builds (usually Power.png Power-based) to kill mobs quickly,
  3. soloing harder bosses (like Bounties in Path of Fire or Hero Points in Heart of Thorns): these tend to favour Condition Damage.png Condition Damage-based builds as they have an easier time sustaining damage and making themselves more survivable,
  4. coordinated large-group meta event chains (like The Battle for the Jade Sea in Dragon's End or Convergences): here, standard Endgame PvE builds (Healer, Boon DPS, Full DPS) with smaller tweaks usually do the trick.

Ideally, you'd be able to flexibly change your setup for the scenario you find yourself in. However, I understand that that requires knowledge you might not have yet; the good news is that a well-constructed allrounder build will work too! What kind of allrounder build can you go for? The following table shows synergies in requirements for survivability, mobility and group utility by type of content:

Build Synergies between Game Mode
Game Mode Survivability Requirement Mobility Requirement Group Utility Requirement
Solo Open World (Events & Roaming) Low High Low
Solo Open World (Bosses) High Low Low
Group Open World Low Low High
Instanced PvE Low Low High
Solo World vs. World High High Low
Group World vs. World High Low High

For an allrounder PvE build, I'd always recommend you to use Endgame PvE-Builds for instanced content as the starting point (e.g. from Snow Crows) and then increase survivability from there step-by-step until you feel comfortable in open world. That way, you save money and time and retain the highest amount of flexibility for the very diverse content that PvE throws at you.

If your ingame focus is on WvW and OW instead of Endgame PvE the requirements change. Survivability has a higher priority in PvP content, so you might be better off with a build that has more innate survivability, but flexible potential for increased damage whenever you want to do group OW content.

Either way, let's dive into the basics of Guild Wars 2's Open World!

Maintaining Offensive Boons and Vulnerability.png Vulnerability[edit]

The first thing you should take a look at for open world gameplay is Boon coverage, as Boons massively increase your damage output and survivability. So let's look at offensive Boons first! Boons that are important to all builds are:

  1. Might.png Might - grants up to 750 Power and Condition damage at 25 Stacks. Big damage! Some Professions include traits that boost the stats per stack even more.
  2. Fury.png Fury - grants 25 % Critical chance. Very important for power builds to reach 100%, usually less impactful on condition builds.
  3. Quickness.png Quickness - makes all skill casts 50% faster. This is nuts, you won't want to play without it once you had it. It further makes your characer quicker to respond via the shorter cast times, which also entails many defensive benefits.
  4. Alacrity.png Alacrity - reduces the cooldowns of skills (not traits) by 20% (The tooltip is a little misleading here, as it effectively divides the cooldown by 1.25, it does not multiply it by 0.75!)
Open World Tenet 1
If things die faster, you live longer. Make sure to cover Might.png Might, Fury.png Fury, Quickness.png Quickness and Alacrity.png Alacrity if you can!

There are too many sources of the abovementioned boons to mention them all here, so the choices made in terms of offensive Boon coverage vary per build (and mainly with the damage tradeoff that they entail). When playing solo, traits that grant Alacrity.png Alacrity often cost the same or more damage than having Alacrity.png Alacrity brings, so it can come down to preference. That changes in group scenarios, where you will share it with up to 5 players. Then, it is always better to supply Alacrity.png Alacrity. Alacrity.png Alacrity also reduces the recharge of defensive skills (like your heal skill), so keep that in mind too.

Open World Tenet 2
Sharing is caring: Make use of traits and skills that do not only apply Boons to you, but also share them in an area (e.g. by playing a Quickness.png Quickness or Alacrity.png Alacrity DPS build in open world instead of a regular DPS build). That way, everyone around you becomes more powerful!

Further note that many classes have traits that increase your damage when you have specific boons (or per boon you have). Some examples are:

  1. Roiling Mists Roiling Mists and Ferocious Aggression Ferocious Aggression in Invocation Invocation
  2. Righteous Instincts Righteous Instincts and Retribution (trait) Retribution in Radiance Radiance
  3. Premeditation Premeditation in Deadeye Deadeye
  4. Object in Motion Object in Motion in Scrapper Scrapper
  5. Empowered Empowered in Tactics Tactics

On top of offensive boons, maintaining Vulnerability.png Vulnerability is important for your damage output, as it increases it by up to 25%. But that's not all: many builds will further scale with the number of unique conditions on the enemy. In group gameplay however,you will likely have other players maintaining stacks of Vulnerability.png Vulnerability and other Conditions along with you, so making drastic changes to your build just for solo gameplay will be pointless there. So don't swap gear to cover particular conditions, including Vulnerability.png Vulnerability (e.g. via a Superior Sigil of Frailty.pngSuperior Sigil of Frailty).

Open World Tenet 3
Don't overoptimize for full Vulnerability.png Vulnerability coverage. It is likely useless whenever you are not alone.

In solo scenarios, it can still be worth considering taking traits and skills that cover a decent amount of Vulnerability.png Vulnerability and other Conditions. Condition builds have an easier time maintaining Vulnerability.png Vulnerability due to Expertise affecting it. Some examples for traits and skills that apply lots of Vulnerability.png Vulnerability or make your damage scale with Conditions:

  1. Modified Ammunition Modified Ammunition in Firearms Firearms
  2. Icerazor's Ire.png Icerazor's Ire on Renegade Renegade
  3. Well of Suffering.png Well of Suffering on Necromancer icon small.png Necromancer
  4. Steel-Packed Powder Steel-Packed Powder in Explosives Explosives
  5. Big Game Hunter Big Game Hunter in Dragonhunter Dragonhunter
  6. Symbolic Exposure Symbolic Exposure in Zeal Zeal
  7. Exposed Weakness Exposed Weakness in Deadly Arts Deadly Arts
  8. Deadly Blades Deadly Blades in Virtuoso Virtuoso

Increasing Survivability[edit]

After showing options for offensive Boon coverage, I'd like to provide options that grant additional survivability, with a focus on passive survivability. If you're just starting the game or just want a more relaxed experience, it is likely that you are looking for things that will allow you to take a hit or two. More survivability can also lead to increased DPS under pressure, as you have less disruption in your damage rotation. Note that in many cases, builds have active ways to gain survivability (e.g. Evades and Blocks) that - once you learned to play a build well enough - will become more effective than just stacking passives.

Reducing Incoming Strike Damage[edit]

The vast majority of damage you receive in open world is Strike damage. It thus makes sense to reduce it to make a build more survivable: this can be done via higher Toughness.png Toughness or by stacking %-damage reduction modifiers. In the following figure, I calculated the reduction in strike damage taken from various sources, including Toughness.png Toughness-based prefixes (Ascended) like Celestial, Trailblazer's and Knight's. In the case of Celestial and Trailblazer's, this does not take the additional Concentration, Healing Power and Vitality into account, which will further increase survivability.

Damage Taken Calcs.jpg

Maintaining Protection.png Protection[edit]

The strongest reduction to strike damage taken from a single source can be achieved via Protection.png Protection: 33%! Many Elite specializations have good access to this boon.

Open World Tenet 4
Protect yourself (and others)! if you intend to become more survivable, you might want to look into possible sources of Protection.png Protection first.

Often, just changing a few traits and skills can get a good uptime on it! Here are a few worthy example trait and skill choices for Protection.png Protection - more details on the respective build pages:

  1. Illusionary Defense Illusionary Defense in Chaos Chaos
  2. Corrupter's Fervor Corrupter's Fervor in Death Magic Death Magic
  3. Elemental Shielding Elemental Shielding in Earth Earth
  4. Inspired Virtue Inspired Virtue in Virtues Virtues
  5. All for One All for One in Renegade Renegade
  6. Stone Spirit.png Stone Spirit on Ranger icon small.png Ranger
  7. Crisis Zone.png Crisis Zone on Mechanist Mechanist with Mech Frame: Channeling Conduits Mech Frame: Channeling Conduits
  8. Facet of Chaos.png Facet of Chaos on Herald Herald

Changing Food & Utility Items[edit]

Changing the Food and Utility item to defensive options can add survivability in a flexible way and provide around 16% damage reduction. If you can use Ascended food, you do not lose a lot of damage from using the -10% damage taken option anyway.

Open World Tenet 5
Don't go outside malnourished! Using cheap defensive Food and Utility items is more impactful than you think.

Here's a list of prominent options for defensive food and utility items - more details on the respective build pages:

Food and Utility Items
Purpose Item Type Item
Survivability Ascended Condition Food Peppered Cured Meat Flatbread.pngPeppered Cured Meat Flatbread
Survivability Non-Ascended Condition Food Oysters Gnashblade.pngOysters Gnashblade
Survivability Ascended Power Food Peppercorn-Crusted Sous-Vide Steak.pngPeppercorn-Crusted Sous-Vide Steak
Survivability Non-Ascended Power Food Oysters with Zesty Sauce.pngOysters with Zesty Sauce
Survivability Dodge Food Bowl of Orrian Truffle and Meat Stew.pngBowl of Orrian Truffle and Meat Stew
Survivability Might.png Might Food for Builds that Heal per Boon Application Fried Golden Dumpling.pngFried Golden Dumpling
Survivability Utility Powerful Potion of Inquest Slaying.pngPotion Of Karka Toughness

Reducing Incoming Condition Damage[edit]

The abovementioned factors do not affect damage taken from Conditions. There are several ways to counter condition damage (descending order of preference):

  1. Condition cleanses,
  2. Condition transfers,
  3. Maintaining Resolution.png Resolution,
  4. Additional Vitality - this will increase the chance to outlast them via higher Health,
  5. % incoming condition duration modifiers (e.g. Plate of Clove-Spiced Coq Au Vin.pngPlate of Clove-Spiced Coq Au Vin) and
  6. % incoming condition damage modifiers (e.g. Dark Defiance Dark Defiance or  Breakrazor's Bastion.png Breakrazor's Bastion).

As you can imagine, the best way to deal with conditions is to remove or transfer them as soon as you get them, because then they pose no threat. A good allrounder build for open world should include enough options to do just that.

Open World Tenet 6
Cleanse, convert & transfer! Outhealing Conditions is pointless when you can cleanse, transfer or convert them into boons.

For the choices made for each individual open world build, see the respective build page. Some noteworthy examples of strong condition cleanses:

  1. Smothering Auras Smothering Auras in Fire Fire
  2. Abrasive Grit Abrasive Grit in Scourge Scourge
  3. Eluding Nullification Eluding Nullification in Salvation Salvation
  4. Escapist's Fortitude Escapist's Fortitude in Daredevil Daredevil
  5. Using Whirl finishers, Blast finishers or Projectile finishers inside Light fields

Increasing Healing Inflow and Barrier Generation[edit]

You can also survive by outhealing incoming damage or by applying Barrier to yourself. However, Guild Wars 2 is build so that healing potential is limited and usually comes at a direct tradeoff to damage dealt. Generally, many applications of healing and Barrier come in small but frequent ticks. Don't underestimate how strong those can be if you have multiple sources.

Open World Tenet 7
Many a mickle makes a muckle! Despite appearing as insignificant, many small healing ticks and/or Barrier applications can add up to massive amounts of survivability with the right build.

Increasing Healing Inflow[edit]

A first step can be to look at covering Regeneration.png Regeneration. It is a small but persistent heal on damage-focused builds. Aditionally, I prefer the following types of healing for open world:

  1. Traits and skills that heal you based off of damage dealt,
  2. Traits that heal on easy-to-fulfil conditions (apply a boon, apply a condition etc.) and
  3. Traits and skills that convert incomign damage into healing (making you effectively invulnerable for their duration).

Some examples of traits and skills that heal you based off your damage are:

  1. Sun and Moon Style Sun and Moon Style in Spellbreaker Spellbreaker
  2. Parasitic Contagion Parasitic Contagion in Curses Curses
  3. Jagged Mind Jagged Mind in Virtuoso Virtuoso
  4. Restorative Strikes Restorative Strikes in Untamed Untamed
  5. Invigorating Precision Invigorating Precision in Critical Strikes Critical Strikes
  6. Litany of Wrath.png Litany of Wrath on Guardian icon small.png Guardian
  7. Blood Reckoning.png Blood Reckoning on Berserker Berserker

Some examples of traits and skills that passively heal you with easy-to-fulfil conditions are:

  1. Might Makes Right Might Makes Right in Strength Strength
  2. Compounding Chemicals Compounding Chemicals in Alchemy Alchemy
  3. Blighter's Boon Blighter's Boon in Reaper Reaper
  4. Predator's Cunning Predator's Cunning in Soulbeast Soulbeast
  5. Elemental Bastion Elemental Bastion in Tempest Tempest
  6. Live Vicariously Live Vicariously in Druid Druid
  7. Signet of Malice.png Signet of Malice on Thief icon small.png Thieves
  8. Rectifier Signet.png Rectifier Signet on Mechanist Mechanist
  9. Signet of Vampirism.png Signet of Vampirism on Necromancer icon small.png Necromancer

For builds that heal on the application of Boons to yourself and/or allies, using Fried Golden Dumpling.pngFried Golden Dumpling and/or other frequent Might.png Might applications can quickly accumulate massive amounts of healing.

Some examples of traits and skills that convert incoming damage to healing are:

  1. Facet of Light.png Facet of Light on Herald Herald
  2. Defiant Stance.png Defiant Stance on Warrior icon small.png Warrior

Barrier Generation[edit]

On top of healing, generating Barrier is a very strong option for many builds, as Barrier effectively increases your health pool and allows you to recover health underneath it. If you generate a constant inflow of Barrier, enemies might not even be able to reduce your health below 100%! Note that Barrier scales with your Healing Power. Some Noteworthy examples of traits and skills that generate Barrier are:

  1. Impact Savant Impact Savant in Scrapper Scrapper converts damage into Barrier.
  2. Herald of Sorrow Herald of Sorrow,  Sand Cascade.png Sand Cascade and  Sand Flare.png Sand Flare on Scourge Scourge
  3. Blood Bank Blood Bank in Blood Magic Blood Magic
  4. Resilient Spirit Resilient Spirit in Salvation Salvation
  5. Rock Barrier.png Rock Barrier on Elementalist icon small.png Elementalists
  6. Barrier Signet.png Barrier Signet and Mech Core: Barrier Engine Mech Core: Barrier Engine on Mechanist Mechanist

Often, increasing healing and Barrier means lower personal damage, which in turn means more incoming damage as whatever damages you lives longer. Then you need to outheal more incoming damage. Judging whether a trade-off is worth it isn't always easy, but you can just test how changes feel when roaming in open world to test it for yourself.

Changing Major Gear Pieces[edit]

On top of changing traits, skills and consumables, you can change gear pieces to more defensive Prefixes. Depending on the Prefix you choose, this can increase Toughness.png Toughness, Vitality.png Vitality, Healing Power.png Healing Power and Boon Duration.png Concentration, which can all increase your survivability. A lot of survivability can be achieved by changing weapons, the chest piece and an amulet only. These are responsible for ~40% of the stats coming from gear. The other gear pieces often cost around the same per piece, but provide much lower marginal gain in survivability.

Open World Tenet 8
A penny saved is a penny got! The chest, amulet and weapons are responsible for 40% of your stats coming from gear, so don't waste money on defensive prefixes on small gear pieces.

There are a few exceptions to this, as some prefixes can be obtained very cheap and there are special items with selectable Attribute combinations you can buy, craft or farm with a fairly small time or gold investment. The following table outlines the survivability options that can be used instead of damage gear as a 1-to-1 replacement. They keep the same levels of Precision.png Precision for power builds, the same Condition Duration.png Expertise for condition builds and/or the same Boon Duration.png Concentration for boon dps builds to retain the same functionality:

Offensive Prefix
(Main Attributes in Bold)
Defensive Replacement 1 Defensive Replacement 2 Defensive Replacement 3
Berserker's
Power.png Power
Precision.png Precision
Ferocity.png Ferocity
Knight's
+ Toughness.png Toughness
- all Ferocity.png Ferocity & some Power.png Power
Zealot's
+ Healing Power.png Healing Power
- all Ferocity.png Ferocity
Viper's
Power.png Power
Precision.png Precision
Condition Damage.png Condition Damage
Condition Duration.png Expertise
Trailblazer's
+ Toughness.png Toughness & Vitality.png Vitality
- all Power.png Power & all Precision.png Precision
Celestial
+ Toughness.png Toughness, Vitality.png Vitality, Boon Duration.png Concentration, Healing Power.png Healing Power, Ferocity.png Ferocity
- some Condition Damage.png Condition Damage & some Power.png Power
Ritualist's
+ Vitality.png Vitality & Boon Duration.png Concentration
- all Power.png Power & all Precision.png Precision
Sinister
Power.png Power
Precision.png Precision
Condition Damage.png Condition Damage
Dire
+ Toughness.png Toughness & Vitality.png Vitality
- all Power.png Power & all Precision.png Precision
Rabid
+ Toughness.png Toughness
- all Power.png Power
Grieving
Power.png Power
Precision.png Precision
Ferocity.png Ferocity
Condition Damage.png Condition Damage
Dire
+ Toughness.png Toughness & Vitality.png Vitality
- all Power.png Power, all Precision.png Precision & all Ferocity.png Ferocity
Rabid
+ Toughness.png Toughness & some Precision.png Precision
- all Power.png Power & all Ferocity.png Ferocity
Ritualist's
Vitality.png Vitality
Boon Duration.png Concentration
Condition Damage.png Condition Damage
Condition Duration.png Expertise
Celestial
+ Toughness.png Toughness, Power.png Power, Precision.png Precision, Healing Power.png Healing Power, Ferocity.png Ferocity
- some Condition Damage.png Condition Damage & some Vitality.png Vitality
Note 1: Sometimes, pieces of Diviner's (Power.png Power, Precision.png Precision, Ferocity.png Ferocity and Boon Duration.png Concentration) or Assassin's (Power.png Power, Precision.png Precision and Ferocity.png Ferocity) are used on Power-based builds to increase Boon Duration.png Concentration and/or to reach 100% Critical chance. They do not have a 1-to-1 replacement in terms of Precision.png Precision and/or Boon Duration.png Concentration, so replace the pieces of Berserker on those builds first.
Note 2: Using a Level-80 Boost.pngLevel-80 Boost comes with a Level-80 Equipment Package.pngLevel-80 Equipment Package that includes a full set of Celestial gear. If you have it, it is a great set for open world. Note that it is best suited for Condition-based builds, as they make better use of the stat density.

Crafting & Trading Post[edit]

Unfortunately, many stronger Prefixes like like Celestial, Viper's, Sinister, Grieving, Trailblazer's, Ritualist's can be quite expensive if you craft them or buy pieces of them directly off the Trading Post. But there's a way to circumvent that: stat-selectable Exotic items!

Open World Tenet 9
Stat-selectables rule! Instead of buying expensive gear from the trading post, buy budget gear and stat-selectables first and go for the rest in stat-selectables with that.

Let's look at cost-efficient ways to obtain the defensive replacements! The following table shows a few options for cheap stat-selectable Exotic items you can either craft or buy from the Trading Post directly:

Cost Comparison of Crafted and Sold
Type Cost
Ice Golem's Maw Box.pngStat-Selectable Helmet Box
Charr War Mask.pngStat-Selectable Helmet Box (Charr Only)
Shoulders of the Ebon Vanguard Choice Chest.pngStat-Selectable Shoulders
Candy Corn Orichalcum Amulet.pngStat-selectable Crafted Amulet: requires Artificer on level 400 + Level 80 Jewel
Any Crafter's backpack: requires any Crafting profession on level 400 + varying basic ingredients + Level 65 Jewel
Any Iron Legion Weapon: only Staff, Pistol, Sword, Rifle, Greatsword are available. Example:

If you want to find prices for particular gear slots and Prefixes, the Equipment Query is a very helpful tool!

World versus World currency[edit]

If you have a little bit of time, you can do some WvW to farm a few Badges of Honor to purchase cheap stat-selectable Exotic pieces for all armor & trinket slots + all weapons from TEID-07 Unified Vendor System (or Lionguard (Merchant) in Lion's Arch).

Here are a few examples:

Item Rarity Level Prefix Cost
Heavy Plate Chestguard.png Invader's Heavy Chestguard Exotic 80 Selectable Gold coin 8 Silver coin + 100 Badge of Honor
Mist Walker Coat.png Invader's Medium Chestguard Exotic 80 Selectable Gold coin 8 Silver coin + 100 Badge of Honor
Diviner Coat.png Invader's Light Chestguard Exotic 80 Selectable Gold coin 8 Silver coin + 100 Badge of Honor
Amulet.png Invader's Amulet Exotic 80 Selectable 90 Silver coin + 50 Badge of Honor
Bandit Short Bow.png Invader's Short Bow Exotic 80 Selectable Gold coin + 75 Badge of Honor
Bandit Shiv.png Invader's Dagger Exotic 80 Selectable 90 Silver coin + 50 Badge of Honor
Bandit Focus.png Invader's Focus Exotic 80 Selectable 80 Silver coin + 40 Badge of Honor

Bladed Armor in Verdant Brink[edit]

If you don't want to do WvW, getting Bladed Armor in Verdant Brink is another alternative. All pieces but the Bladed Coat Box are sold by Itzel Mastery Vendors or obtained by participating in the Night and the Enemy meta event in Verdant Brink:

Item Type Rarity Cost
Healer's Chest of Ascended Armor.png Bladed Headgear Box Container Rare 500 Airship Part + Gold coin
Healer's Chest of Ascended Armor.png Bladed Shoulders Box Container Rare 500 Airship Part + Gold coin
Healer's Chest of Ascended Armor.png Bladed Glove Box Container Rare 500 Airship Part + Gold coin
Healer's Chest of Ascended Armor.png Bladed Leggings Box Container Rare 500 Airship Part + Gold coin
Healer's Chest of Ascended Armor.png Bladed Boot Box Container Rare 500 Airship Part + Gold coin

For the chest piece, you need to either complete the Night and the Enemy meta to have a chance for a Bladed Armor Box or Kill the wyvern matriarch for a chance of a Bladed Coat Box to drop for you.

Easy Ascended Trinkets[edit]

For trinkets, an easy way to obtain them in Ascended(!) is to acquire a few living world episodes and farm their currencies. If you can only get a few of them, prioritize A Crack in the Ice, War Eternal and Out of the Shadows. Any two of these will allow you to farm full sets of ascended trinkets with small effort per day. A Crack in the Ice can be done on every character every day, allowing you to farm everything but an Amulet very fast!

Laranity has a video with more details on how to farm them, so check that out!

Credits for the table go to Tanetris!

Episode Zone Vendor Currency Available Trinkets Stats
S3E1: Out of the Shadows Bloodstone Fen Scholar Rakka Unbound Magic.pngUnbound Magic + Blood Ruby.pngBlood Rubies Amulet, Backpack, Ring All available stats
S3E2: Rising Flames Ember Bay Scholar Surra Unbound Magic.pngUnbound Magic + Petrified Wood.pngPetrified Wood Accessory, Backpack All available stats
S3E3: A Crack in the Ice Bitterfrost Frontier Slooshoo Unbound Magic.pngUnbound Magic + Fresh Winterberry.pngFresh Winterberries Accessory, Backpack, Ring All available stats
S3E4: The Head of the Snake Lake Doric Quartermaster Hitchens Unbound Magic.pngUnbound Magic + Jade Shard.pngJade Shards Amulet, Backpack All available stats
S3E5: Flashpoint Draconis Mons Supplymaster Hanjo Unbound Magic.pngUnbound Magic + Fire Orchid Blossom.pngFire Orchid Blossoms Amulet, Ring All available stats
S3E6: One Path Ends Siren's Landing Provisioner Anlana Unbound Magic.pngUnbound Magic /Karma.pngKarma + Orrian Pearl.pngOrrian Pearls Amulet, Backpacksnote 1 All available stats
S4E2: A Bug in the System Sandswept Isles Ethall Volatile Magic.pngVolatile Magic + Difluorite Crystal.pngDifluorite Crystals Accessory, Ring All available stats
S4E3: Long Live the Lich Domain of Kourna Nalar Laurel.pngLaurels Accessory, Amulet, Ring Only Plaguedoctor's
S4E5: All or Nothing Thunderhead Peaks Kynon Laurel.pngLaurels Accessory, Amulet, Ring Only Diviner's
S4E6: War Eternal Dragonfall Various lane quartermasters Volatile Magic.pngVolatile Magic + Mistborn Mote.pngMistborn Motes Accessory, Amulet, Ring All available stats
S5E1: Whisper in the Dark Bjora Marches Bright Shorenote 2 Karma.pngKarma + Eternal Ice Shard.pngEternal Ice Shards Amulet All available stats
S5E2: Shadow in the Ice Bjora Marches Humble Stonenote 3 Karma.pngKarma + Eternal Ice Shard.pngEternal Ice Shards Accessory All available stats
Note 1: The Siren's Landing backpacks are not available from Provisioner Anlana, but rather from the map's Renown Heart NPCs and require karma instead of Unbound Magic.
Note 2: The amulet is unlocked for sale only after completing The Hunger collection.
Note 3: The Accessory is unlocked for sale only after completing Idolatry achievement.

I highly recommend giving User:Tanetris/So You Want To Gear a Character and User:Dak393/New player Guide a read for additional gearing options.

Dealing with Incoming Control effects and Defiance Bars[edit]

Dealing with Incoming Control effects[edit]

While incoming Control effects in instanced content are often handled by support players or by breaking Defiance bars, in OW you might be dealing with them on your own. Being disabled is one of the most frequent reasons for deaths in OW gameplay. Therefore, it can be helpful to either prevent them from applying to you or getting yourself out of them as soon as you notice them. Preventing them can be done via Stability.png Stability, the latter via Stun breaks. Every Elite specialization has several ways to break stuns, but some are generally better than others and it is tricky to find the ones that fit your build best. Usually, I recommend going for Stun breaks that fill a gap within the build (does your build have enough condition cleanses? If not, is there a stun break that also does that? Does the stun break provide a Boon your build might need?). For the choices I made, see the respective build pages.

Open World Tenet 10
Be stunned, be dead! Always bring at least one emergency Stun break.

Dealing with Defiance bars (aka Breakbars)[edit]

On top of incoming Control effects, you will have to examine your output of Control effects in your build to deal with Breakbars. They are found on higher rank enemies frequently, looking like this:

DefianceDefiance bar teal.png

Why is that important? The answer to that is twofold:

  1. when a Breakbar is broken, the enemy is usually stunned for a few seconds, during which it will take increased damage. The Stun gives you breathing room against harder enemies and allows you to go mad on damage for the duration.
  2. the Breakbar sometimes has to be broken to interrupt enemies from completing certain attacks (sometimes one-shot attacks). This is particularly relevant in group events and instanced content.

It is therefore essential that you include some skills with Breakbar damage in your build, both in solo gameplay and group content. The following effects apply defiance bar damage:

Breakbar damage Over Time Direct Breakbar Damage
Fear.png Fear Daze.png Daze
Taunt.png Taunt Stun.png Stun
Immobile.png Immobile Knockdown.png Knockdown
Slow.png Slow Pull.png Pull
Chilled.png Chilled Knockback.png Knockback
Blinded.png Blinded Launch.png Launch
Weakness.png Weakness Float.png Float
Crippled.png Crippled Sink.png Sink

Hard CCs apply their Breakbar damage immediately, while the listed Conditions apply their damage over time. Note that the listed Conditions cannot be stacked in intensity, just in duration. Multiple applications of Fear.png Fear will not apply more defiance bar damage per second than one instance, but will make it last for a longer duration.

Open World Tenet 11
Know your CC! Save skills with Control effects for Defiance bars whenever required.

Outro[edit]

That's it for now! I hope this was insightful for you and helped a little in understanding Guild Wars 2's quite complex open world and combat design. If it did, I'd appreciate you giving me a follow on My YouTube!